@woosh/meep-engine 3.61.1 → 3.61.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (114) hide show
  1. package/package.json +1 -1
  2. package/src/engine/network/sim/SimActionExecutor.d.ts +4 -0
  3. package/src/engine/network/sim/SimActionExecutor.d.ts.map +1 -1
  4. package/src/engine/network/sim/SimActionExecutor.js +4 -0
  5. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  6. package/src/generation/foliage/material/foliage_atlas_cutout.js +21 -5
  7. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -0
  8. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  9. package/src/generation/foliage/mesh/tree_cluster_representatives.js +178 -78
  10. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  11. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +178 -97
  12. package/src/generation/foliage/skeleton/ShootLightField.d.ts +1 -0
  13. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  14. package/src/generation/foliage/skeleton/ShootLightField.js +88 -17
  15. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +5 -2
  16. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -1
  17. package/src/generation/foliage/skeleton/ShootWoodHash.js +191 -25
  18. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  19. package/src/shade/playground/probe_clipmap/main.js +4 -0
  20. package/src/shade/playground/probe_clipmap_box/README.md +55 -0
  21. package/src/shade/playground/probe_clipmap_box/index.html +185 -0
  22. package/src/shade/playground/probe_clipmap_box/main.d.ts +8 -0
  23. package/src/shade/playground/probe_clipmap_box/main.d.ts.map +1 -0
  24. package/src/shade/playground/probe_clipmap_box/main.js +323 -0
  25. package/src/shade/playground/probe_clipmap_box/scene.d.ts +93 -0
  26. package/src/shade/playground/probe_clipmap_box/scene.d.ts.map +1 -0
  27. package/src/shade/playground/probe_clipmap_box/scene.js +256 -0
  28. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  29. package/src/shade/renderer/Renderer.js +6 -1
  30. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts +12 -0
  31. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts.map +1 -1
  32. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.js +49 -24
  33. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts +12 -0
  34. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts.map +1 -1
  35. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.js +50 -19
  36. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.d.ts.map +1 -1
  37. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.js +6 -2
  38. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +5 -1
  39. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  40. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +7 -3
  41. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts +6 -4
  42. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
  43. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +10 -9
  44. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts +12 -0
  45. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts.map +1 -1
  46. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js +14 -0
  47. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts +17 -22
  48. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts.map +1 -1
  49. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js +53 -65
  50. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.d.ts +2 -3
  51. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.d.ts.map +1 -1
  52. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.js +9 -20
  53. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts +2 -2
  54. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts.map +1 -1
  55. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js +14 -19
  56. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts +1 -1
  57. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts.map +1 -1
  58. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.js +8 -4
  59. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_admit.js +1 -1
  60. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_bounce.d.ts +2 -1
  61. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_bounce.d.ts.map +1 -1
  62. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_bounce.js +13 -18
  63. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_candidate.d.ts +1 -1
  64. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_candidate.d.ts.map +1 -1
  65. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_candidate.js +4 -2
  66. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_diffuse.d.ts.map +1 -1
  67. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_diffuse.js +4 -6
  68. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_indirect_lighting.d.ts.map +1 -1
  69. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_indirect_lighting.js +4 -7
  70. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_project.d.ts +4 -3
  71. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_project.d.ts.map +1 -1
  72. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_project.js +14 -13
  73. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +3 -4
  74. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
  75. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +7 -15
  76. package/src/shade/renderer/light/environment/shader_downsample_environment_map.d.ts.map +1 -1
  77. package/src/shade/renderer/light/environment/shader_downsample_environment_map.js +5 -1
  78. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts +26 -8
  79. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
  80. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +170 -142
  81. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.d.ts +1 -1
  82. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.d.ts.map +1 -1
  83. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.js +5 -8
  84. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.d.ts +15 -4
  85. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.d.ts.map +1 -1
  86. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.js +33 -7
  87. package/src/shade/renderer/shader/chunk/noise/chunk_sobol_sample_vec2.d.ts +40 -0
  88. package/src/shade/renderer/shader/chunk/noise/chunk_sobol_sample_vec2.d.ts.map +1 -0
  89. package/src/shade/renderer/shader/chunk/noise/chunk_sobol_sample_vec2.js +75 -0
  90. package/src/shade/renderer/shader/chunk/noise/chunk_vdc_radical_inverse.d.ts.map +1 -1
  91. package/src/shade/renderer/shader/chunk/noise/chunk_vdc_radical_inverse.js +3 -1
  92. package/src/shade/renderer/shader/chunk/random/chunk_hash_lk.d.ts +28 -0
  93. package/src/shade/renderer/shader/chunk/random/chunk_hash_lk.d.ts.map +1 -0
  94. package/src/shade/renderer/shader/chunk/random/chunk_hash_lk.js +41 -0
  95. package/src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh3_color_add_scaled.d.ts +12 -0
  96. package/src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh3_color_add_scaled.d.ts.map +1 -0
  97. package/src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh3_color_add_scaled.js +24 -0
  98. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +3 -2
  99. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -1
  100. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +4 -0
  101. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +2 -5
  102. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -1
  103. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +3 -20
  104. package/src/shade/renderer/water/chunk_water_gi.d.ts +1 -1
  105. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
  106. package/src/shade/renderer/water/chunk_water_gi.js +6 -8
  107. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  108. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +76 -32
  109. package/src/core/math/hash/squirrel3.d.ts +0 -17
  110. package/src/core/math/hash/squirrel3.d.ts.map +0 -1
  111. package/src/core/math/hash/squirrel3.js +0 -30
  112. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts +0 -12
  113. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts.map +0 -1
  114. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.js +0 -30
@@ -39,7 +39,7 @@ const SCRATCH_ST = new Float64Array(2);
39
39
  * of an axis that has died are passed over, and leave the hash at the next {@link refresh}.
40
40
  */
41
41
  export class ShootWoodHash {
42
- /** @type {Map<number, number[]>} */
42
+ /** @type {Map<number, number[] & {max?: number}>} */
43
43
  cells = new Map();
44
44
 
45
45
  /**
@@ -75,6 +75,47 @@ export class ShootWoodHash {
75
75
 
76
76
  query = 0;
77
77
 
78
+ /** @type {number[]} */
79
+ #min_x = [];
80
+ /** @type {number[]} */
81
+ #max_x = [];
82
+ /** @type {number[]} */
83
+ #min_y = [];
84
+ /** @type {number[]} */
85
+ #max_y = [];
86
+ /** @type {number[]} */
87
+ #min_z = [];
88
+ /** @type {number[]} */
89
+ #max_z = [];
90
+ /** @type {number[]} */
91
+ #bx0 = [];
92
+ /** @type {number[]} */
93
+ #bx1 = [];
94
+ /** @type {number[]} */
95
+ #by0 = [];
96
+ /** @type {number[]} */
97
+ #by1 = [];
98
+ /** @type {number[]} */
99
+ #bz0 = [];
100
+ /** @type {number[]} */
101
+ #bz1 = [];
102
+ /** @type {number[]} */
103
+ #thickest = [];
104
+ #refreshed_max = -1;
105
+ /** @type {number[]} */
106
+ #last_candidates = [];
107
+ #last_b0 = NaN;
108
+ #last_b1 = NaN;
109
+ #last_b2 = NaN;
110
+ #last_radius = NaN;
111
+ #last_min_radius = NaN;
112
+ #last_ax0 = NaN;
113
+ #last_ax1 = NaN;
114
+ #last_ay0 = NaN;
115
+ #last_ay1 = NaN;
116
+ #last_az0 = NaN;
117
+ #last_az1 = NaN;
118
+
78
119
  /**
79
120
  * @param {Array<{alive: boolean, points: number[], radii: number[], units: number[]}>} axes
80
121
  */
@@ -94,24 +135,43 @@ export class ShootWoodHash {
94
135
  this.seen.push(0);
95
136
  const p = this.axes[m].points;
96
137
  const a = k * 3, b = a + 3;
97
- const x0 = Math.floor(Math.min(p[a], p[b]) / WOOD_CELL), x1 = Math.floor(Math.max(p[a], p[b]) / WOOD_CELL);
98
- const y0 = Math.floor(Math.min(p[a + 1], p[b + 1]) / WOOD_CELL), y1 = Math.floor(Math.max(p[a + 1], p[b + 1]) / WOOD_CELL);
99
- const z0 = Math.floor(Math.min(p[a + 2], p[b + 2]) / WOOD_CELL), z1 = Math.floor(Math.max(p[a + 2], p[b + 2]) / WOOD_CELL);
138
+ const min_x = Math.min(p[a], p[b]), max_x = Math.max(p[a], p[b]);
139
+ const min_y = Math.min(p[a + 1], p[b + 1]), max_y = Math.max(p[a + 1], p[b + 1]);
140
+ const min_z = Math.min(p[a + 2], p[b + 2]), max_z = Math.max(p[a + 2], p[b + 2]);
141
+ const x0 = Math.floor(min_x / WOOD_CELL), x1 = Math.floor(max_x / WOOD_CELL);
142
+ const y0 = Math.floor(min_y / WOOD_CELL), y1 = Math.floor(max_y / WOOD_CELL);
143
+ const z0 = Math.floor(min_z / WOOD_CELL), z1 = Math.floor(max_z / WOOD_CELL);
144
+ this.#min_x.push(min_x);
145
+ this.#max_x.push(max_x);
146
+ this.#min_y.push(min_y);
147
+ this.#max_y.push(max_y);
148
+ this.#min_z.push(min_z);
149
+ this.#max_z.push(max_z);
150
+ this.#bx0.push(min_x);
151
+ this.#bx1.push(max_x);
152
+ this.#by0.push(min_y);
153
+ this.#by1.push(max_y);
154
+ this.#bz0.push(min_z);
155
+ this.#bz1.push(max_z);
156
+ this.#thickest.push(-1);
100
157
  for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
101
158
  if (!aabb3_intersects_segment3(
102
159
  x * WOOD_CELL - CROSSING_TOLERANCE, y * WOOD_CELL - CROSSING_TOLERANCE, z * WOOD_CELL - CROSSING_TOLERANCE,
103
160
  (x + 1) * WOOD_CELL + CROSSING_TOLERANCE, (y + 1) * WOOD_CELL + CROSSING_TOLERANCE, (z + 1) * WOOD_CELL + CROSSING_TOLERANCE,
104
161
  p[a], p[a + 1], p[a + 2], p[b], p[b + 1], p[b + 2]
105
162
  )) continue;
106
- const key = ((x + KEY_SPAN / 2) * KEY_SPAN + (y + KEY_SPAN / 2)) * KEY_SPAN + (z + KEY_SPAN / 2);
163
+ const key = (x * KEY_SPAN + y) * KEY_SPAN + z;
107
164
  let list = this.cells.get(key);
108
165
  if (list === undefined) {
109
166
  list = [];
110
167
  this.cells.set(key, list);
111
168
  }
169
+ list.max = Infinity;
112
170
  list.push(id);
113
171
  this.cell_max.set(key, Infinity);
114
172
  }
173
+ this.#refreshed_max = -1;
174
+ this.#last_b0 = NaN;
115
175
  }
116
176
 
117
177
  /**
@@ -121,6 +181,22 @@ export class ShootWoodHash {
121
181
  */
122
182
  refresh() {
123
183
  const axes = this.axes;
184
+ const n = this.unit_axis.length;
185
+ for (let id = 0; id < n; id++) {
186
+ const axis = axes[this.unit_axis[id]];
187
+ if (!axis.alive) continue;
188
+ const k = this.unit_index[id];
189
+ const r = axis.radii.length > k + 1 ? Math.max(axis.radii[k], axis.radii[k + 1]) : shoot_radius(axis.units[k], 0);
190
+ if (r === this.#thickest[id]) continue;
191
+ this.#thickest[id] = r;
192
+ const pad = r + CLEARANCE;
193
+ this.#bx0[id] = this.#min_x[id] - pad;
194
+ this.#bx1[id] = this.#max_x[id] + pad;
195
+ this.#by0[id] = this.#min_y[id] - pad;
196
+ this.#by1[id] = this.#max_y[id] + pad;
197
+ this.#bz0[id] = this.#min_z[id] - pad;
198
+ this.#bz1[id] = this.#max_z[id] + pad;
199
+ }
124
200
  let most = 0;
125
201
  for (const [key, list] of this.cells) {
126
202
  let max = 0;
@@ -130,8 +206,7 @@ export class ShootWoodHash {
130
206
  const axis = axes[this.unit_axis[id]];
131
207
  if (!axis.alive) continue;
132
208
  list[kept++] = id;
133
- const k = this.unit_index[id];
134
- const thickest = axis.radii.length > k + 1 ? Math.max(axis.radii[k], axis.radii[k + 1]) : shoot_radius(axis.units[k], 0);
209
+ const thickest = this.#thickest[id];
135
210
  if (thickest > max) max = thickest;
136
211
  }
137
212
  if (kept === 0) {
@@ -140,10 +215,13 @@ export class ShootWoodHash {
140
215
  continue;
141
216
  }
142
217
  list.length = kept;
218
+ list.max = max;
143
219
  this.cell_max.set(key, max);
144
220
  if (max > most) most = max;
145
221
  }
146
222
  this.max_radius = most;
223
+ this.#refreshed_max = most;
224
+ this.#last_b0 = NaN;
147
225
  }
148
226
 
149
227
  /**
@@ -172,44 +250,132 @@ export class ShootWoodHash {
172
250
  * @returns {number}
173
251
  */
174
252
  hits(a, b, radius, min_radius, skip) {
175
- const pad = radius + this.max_radius + CLEARANCE;
176
- const x0 = Math.floor((Math.min(a[0], b[0]) - pad) / WOOD_CELL), x1 = Math.floor((Math.max(a[0], b[0]) + pad) / WOOD_CELL);
177
- const y0 = Math.floor((Math.min(a[1], b[1]) - pad) / WOOD_CELL), y1 = Math.floor((Math.max(a[1], b[1]) + pad) / WOOD_CELL);
178
- const z0 = Math.floor((Math.min(a[2], b[2]) - pad) / WOOD_CELL), z1 = Math.floor((Math.max(a[2], b[2]) + pad) / WOOD_CELL);
179
- const query = ++this.query;
180
- const axes = this.axes;
253
+ if (this.cells.size === 0) return -1;
254
+ const fresh = this.max_radius === this.#refreshed_max;
181
255
  const ax0 = Math.min(a[0], b[0]) - radius, ax1 = Math.max(a[0], b[0]) + radius;
182
256
  const ay0 = Math.min(a[1], b[1]) - radius, ay1 = Math.max(a[1], b[1]) + radius;
183
257
  const az0 = Math.min(a[2], b[2]) - radius, az1 = Math.max(a[2], b[2]) + radius;
258
+ const axes = this.axes;
259
+ const bx0 = this.#bx0, bx1 = this.#bx1, by0 = this.#by0, by1 = this.#by1, bz0 = this.#bz0, bz1 = this.#bz1;
260
+ const thickest_arr = this.#thickest;
261
+ const skip_geom_free = skip.length <= 2;
262
+
263
+ if (fresh && b[0] === this.#last_b0 && b[1] === this.#last_b1 && b[2] === this.#last_b2
264
+ && radius === this.#last_radius && min_radius === this.#last_min_radius
265
+ && ax0 >= this.#last_ax0 && ax1 <= this.#last_ax1
266
+ && ay0 >= this.#last_ay0 && ay1 <= this.#last_ay1
267
+ && az0 >= this.#last_az0 && az1 <= this.#last_az1) {
268
+ const cands = this.#last_candidates;
269
+ for (let i = 0; i < cands.length; i++) {
270
+ const id = cands[i];
271
+ if (bx0[id] > ax1 || bx1[id] < ax0 || by0[id] > ay1 || by1[id] < ay0 || bz0[id] > az1 || bz1[id] < az0) continue;
272
+ const m = this.unit_axis[id];
273
+ const k = this.unit_index[id];
274
+ if (skip_geom_free && skip(m, k, 0, 0)) continue;
275
+ const p = axes[m].points;
276
+ const q = k * 3;
277
+ line3_compute_segment_segment_closest_points(SCRATCH_ST, a[0], a[1], a[2], b[0], b[1], b[2], p[q], p[q + 1], p[q + 2], p[q + 3], p[q + 4], p[q + 5]);
278
+ const s = SCRATCH_ST[0], t = SCRATCH_ST[1];
279
+ const r = ShootWoodHash.radius_at(axes[m], k, t);
280
+ const dx = a[0] + (b[0] - a[0]) * s - (p[q] + (p[q + 3] - p[q]) * t);
281
+ const dy = a[1] + (b[1] - a[1]) * s - (p[q + 1] + (p[q + 4] - p[q + 1]) * t);
282
+ const dz = a[2] + (b[2] - a[2]) * s - (p[q + 2] + (p[q + 5] - p[q + 2]) * t);
283
+ const limit = r + radius + CLEARANCE;
284
+ if (dx * dx + dy * dy + dz * dz >= limit * limit) continue;
285
+ if (!skip_geom_free && skip(m, k, r, s)) continue;
286
+ return m;
287
+ }
288
+ return -1;
289
+ }
290
+
291
+ const reach = this.max_radius + CLEARANCE;
292
+ const x0 = Math.floor((ax0 - reach) / WOOD_CELL), x1 = Math.floor((ax1 + reach) / WOOD_CELL);
293
+ const y0 = Math.floor((ay0 - reach) / WOOD_CELL), y1 = Math.floor((ay1 + reach) / WOOD_CELL);
294
+ const z0 = Math.floor((az0 - reach) / WOOD_CELL), z1 = Math.floor((az1 + reach) / WOOD_CELL);
295
+ const single = x0 === x1 && y0 === y1 && z0 === z1;
296
+ const query = single ? 0 : ++this.query;
297
+ const seen = this.seen;
298
+ const cands = this.#last_candidates;
299
+ if (fresh) {
300
+ cands.length = 0;
301
+ this.#last_b0 = b[0];
302
+ this.#last_b1 = b[1];
303
+ this.#last_b2 = b[2];
304
+ this.#last_radius = radius;
305
+ this.#last_min_radius = min_radius;
306
+ this.#last_ax0 = ax0;
307
+ this.#last_ax1 = ax1;
308
+ this.#last_ay0 = ay0;
309
+ this.#last_ay1 = ay1;
310
+ this.#last_az0 = az0;
311
+ this.#last_az1 = az1;
312
+ }
184
313
  for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
185
- const key = ((x + KEY_SPAN / 2) * KEY_SPAN + (y + KEY_SPAN / 2)) * KEY_SPAN + (z + KEY_SPAN / 2);
314
+ const key = (x * KEY_SPAN + y) * KEY_SPAN + z;
186
315
  const list = this.cells.get(key);
187
- if (list === undefined || this.cell_max.get(key) < min_radius) continue;
316
+ if (list === undefined || list.max < min_radius) continue;
317
+ if (fresh) {
318
+ const pad_c = list.max + CLEARANCE;
319
+ if (x * WOOD_CELL > ax1 + pad_c || (x + 1) * WOOD_CELL < ax0 - pad_c
320
+ || y * WOOD_CELL > ay1 + pad_c || (y + 1) * WOOD_CELL < ay0 - pad_c
321
+ || z * WOOD_CELL > az1 + pad_c || (z + 1) * WOOD_CELL < az0 - pad_c) continue;
322
+ }
188
323
  for (let i = 0; i < list.length; i++) {
189
324
  const id = list[i];
190
- if (this.seen[id] === query) continue;
191
- this.seen[id] = query;
325
+ if (fresh) {
326
+ if (bx0[id] > ax1 || bx1[id] < ax0 || by0[id] > ay1 || by1[id] < ay0 || bz0[id] > az1 || bz1[id] < az0) continue;
327
+ const thickest = thickest_arr[id];
328
+ if (thickest < min_radius) continue;
329
+ if (!single) {
330
+ if (seen[id] === query) continue;
331
+ seen[id] = query;
332
+ }
333
+ const m = this.unit_axis[id];
334
+ const axis = axes[m];
335
+ if (!axis.alive) continue;
336
+ cands.push(id);
337
+ const k = this.unit_index[id];
338
+ if (skip_geom_free && skip(m, k, 0, 0)) continue;
339
+ const p = axis.points;
340
+ const q = k * 3;
341
+ line3_compute_segment_segment_closest_points(SCRATCH_ST, a[0], a[1], a[2], b[0], b[1], b[2], p[q], p[q + 1], p[q + 2], p[q + 3], p[q + 4], p[q + 5]);
342
+ const s = SCRATCH_ST[0], t = SCRATCH_ST[1];
343
+ const r = ShootWoodHash.radius_at(axis, k, t);
344
+ const dx = a[0] + (b[0] - a[0]) * s - (p[q] + (p[q + 3] - p[q]) * t);
345
+ const dy = a[1] + (b[1] - a[1]) * s - (p[q + 1] + (p[q + 4] - p[q + 1]) * t);
346
+ const dz = a[2] + (b[2] - a[2]) * s - (p[q + 2] + (p[q + 5] - p[q + 2]) * t);
347
+ const limit = r + radius + CLEARANCE;
348
+ if (dx * dx + dy * dy + dz * dz >= limit * limit) continue;
349
+ if (!skip_geom_free && skip(m, k, r, s)) continue;
350
+ this.#last_b0 = NaN;
351
+ return m;
352
+ }
353
+ if (!single) {
354
+ if (seen[id] === query) continue;
355
+ seen[id] = query;
356
+ }
192
357
  const m = this.unit_axis[id];
193
358
  const axis = axes[m];
194
359
  if (!axis.alive) continue;
195
360
  const k = this.unit_index[id];
196
- const p = axis.points;
197
- const q = k * 3;
198
- // the thickest the unit is, and whether its box padded by that meets the capsule's
199
361
  const thickest = axis.radii.length > k + 1 ? Math.max(axis.radii[k], axis.radii[k + 1]) : shoot_radius(axis.units[k], 0);
200
362
  if (thickest < min_radius) continue;
201
363
  const pad_k = thickest + CLEARANCE;
202
- if (Math.min(p[q], p[q + 3]) - pad_k > ax1 || Math.max(p[q], p[q + 3]) + pad_k < ax0
203
- || Math.min(p[q + 1], p[q + 4]) - pad_k > ay1 || Math.max(p[q + 1], p[q + 4]) + pad_k < ay0
204
- || Math.min(p[q + 2], p[q + 5]) - pad_k > az1 || Math.max(p[q + 2], p[q + 5]) + pad_k < az0) continue;
364
+ if (this.#min_x[id] - pad_k > ax1 || this.#max_x[id] + pad_k < ax0
365
+ || this.#min_y[id] - pad_k > ay1 || this.#max_y[id] + pad_k < ay0
366
+ || this.#min_z[id] - pad_k > az1 || this.#max_z[id] + pad_k < az0) continue;
367
+ if (skip_geom_free && skip(m, k, 0, 0)) continue;
368
+ const p = axis.points;
369
+ const q = k * 3;
205
370
  line3_compute_segment_segment_closest_points(SCRATCH_ST, a[0], a[1], a[2], b[0], b[1], b[2], p[q], p[q + 1], p[q + 2], p[q + 3], p[q + 4], p[q + 5]);
206
371
  const s = SCRATCH_ST[0], t = SCRATCH_ST[1];
207
372
  const r = ShootWoodHash.radius_at(axis, k, t);
208
373
  const dx = a[0] + (b[0] - a[0]) * s - (p[q] + (p[q + 3] - p[q]) * t);
209
374
  const dy = a[1] + (b[1] - a[1]) * s - (p[q + 1] + (p[q + 4] - p[q + 1]) * t);
210
375
  const dz = a[2] + (b[2] - a[2]) * s - (p[q + 2] + (p[q + 5] - p[q + 2]) * t);
211
- if (Math.hypot(dx, dy, dz) >= r + radius + CLEARANCE) continue;
212
- if (skip(m, k, r, s)) continue;
376
+ const limit = r + radius + CLEARANCE;
377
+ if (dx * dx + dy * dy + dz * dz >= limit * limit) continue;
378
+ if (!skip_geom_free && skip(m, k, r, s)) continue;
213
379
  return m;
214
380
  }
215
381
  }
@@ -1 +1 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap/main.js"],"names":[],"mappings":"AA0FA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAsSzB"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap/main.js"],"names":[],"mappings":"AA0FA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CA0SzB"}
@@ -214,6 +214,10 @@ export async function start() {
214
214
 
215
215
  sun.transform.setRotation(rotation.x, rotation.y, rotation.z, rotation.w);
216
216
  sun.transform.updateMatrix();
217
+
218
+ // a light changed in place reaches the GPU only through the collection's version; without it the
219
+ // shadow cascades, which read the transform themselves, turn and the light does not
220
+ scene.lights.needsUpdate = true;
217
221
  }
218
222
 
219
223
  aim_sun();
@@ -0,0 +1,55 @@
1
+ # Probe clipmap GI — a box with a hole
2
+
3
+ A closed box under `ShadeIndirectLightingMode.ProbeClipmap`
4
+ (`src/shade/renderer/global_illumination/probe_clipmap/PROBE_CLIPMAP_PROPOSAL_2026_10_27.md`), built to watch how
5
+ the probes follow a change: the sun moved from one wall to another, or the only opening closed. Nothing but the
6
+ sun lights the inside, so what the probes should hold after a change is known without a reference renderer, and
7
+ with the hole closed it is nothing at all.
8
+
9
+ ## Running it
10
+
11
+ ```bash
12
+ npm install
13
+ npm run dev
14
+ ```
15
+
16
+ then open <http://localhost:5173/src/shade/playground/probe_clipmap_box/index.html>. The page needs no asset.
17
+
18
+ ## The box
19
+
20
+ `scene.js` builds it, and a harness can build the same one through `build_hole_box`.
21
+
22
+ - The inside is 5 m a side: five spacings of the finest probe cascade at the GI's default spacing.
23
+ - Every slab is 0.25 m thick, two voxels of the finest brick, so a wall has an inside the distance field can
24
+ tell from its outside. Each slab is a geometry of its own size at unit scale, since a mesh's distance field
25
+ is cached per geometry and a scaled unit cube would not be one.
26
+ - The walls have the classic Cornell reflectances: white 0.73, red (0.63, 0.065, 0.05) at −x and green
27
+ (0.14, 0.45, 0.091) at +x.
28
+ - The hole is 1.25 m square in the middle of the ceiling. A flat sky of (0.2, 0.25, 0.35) is seen through it.
29
+
30
+ ## The controls
31
+
32
+ | control | what it does |
33
+ |---|---|
34
+ | Sun (1, 2, 3) | through the hole onto the red wall or the green wall, from 45°, or straight down onto the floor |
35
+ | Hole open (H) | closed, a lid of the hole's size sits flush in the ceiling; it is placed into the scene and taken out again, so the bricks the rays march are rebuilt as a level's would be |
36
+ | Indirect light | the probe clipmap, or IBL to compare against |
37
+ | Debug view | the brick clipmap as the rays see it; the geometry caches' mesh SDF; the hits' albedo from the cards |
38
+ | Restart GI (K) | gives the clipmaps back and builds them again from nothing, the geometry caches kept: a cold start without a reload |
39
+ | Path tracer (P) | the accumulating path tracer, three bounces, for context; TAA is off while it is on |
40
+ | TAA | the resolve the probe pick's noise is meant for |
41
+ | Exposure | fixed f-stops; eye adaptation is off, so a change on screen is the light's. The probes' estimators state their thresholds in it too: a change below what the display shows is taken for noise and followed slowly |
42
+
43
+ The stats line counts the frames since the sun or the hole last changed.
44
+
45
+ ## What to look for
46
+
47
+ - **Hole closed**: the inside should go black. Whatever light stays is what the probes still hold.
48
+ - **Sun moved between the walls**: the colour bleeding onto the back wall and the floor should swap from red
49
+ to green.
50
+ - **Restart**: until the brick clipmap has built (about 48 frames at the default build budget), the rays see
51
+ no walls and every probe sees the sky; the light then has to drain out of the probes.
52
+
53
+ Aiming the sun sets `scene.lights.needsUpdate`: a light changed in place reaches the GPU only when the light
54
+ collection's version moves, while the shadow cascades read the transform themselves, so without it the
55
+ shadow turns and the light does not.
@@ -0,0 +1,185 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8">
5
+ <title>meep — probe clipmap GI, a box with a hole</title>
6
+ <style>
7
+ :root {
8
+ color-scheme: dark;
9
+ --panel: rgba(20, 22, 26, 0.88);
10
+ --line: #2b3038;
11
+ --text: #d6dae0;
12
+ --muted: #8b939f;
13
+ --pass: #55c46a;
14
+ --fail: #ff6b6b;
15
+ --warn: #e5b54a;
16
+ }
17
+
18
+ * { box-sizing: border-box; }
19
+
20
+ html, body { margin: 0; height: 100%; overflow: hidden; background: #0d0f12; }
21
+
22
+ /* body carries tabindex so the camera controller's keyboard device has something focusable
23
+ to listen on; the focus ring around the whole viewport is not wanted */
24
+ body:focus { outline: none; }
25
+
26
+ #view { display: block; width: 100vw; height: 100vh; }
27
+
28
+ #panel {
29
+ position: fixed;
30
+ top: 12px;
31
+ left: 12px;
32
+ width: 320px;
33
+ padding: 12px 14px;
34
+ background: var(--panel);
35
+ border: 1px solid var(--line);
36
+ border-radius: 8px;
37
+ backdrop-filter: blur(6px);
38
+ color: var(--text);
39
+ font: 13px/1.5 system-ui, -apple-system, Segoe UI, sans-serif;
40
+ }
41
+
42
+ #panel h1 { font-size: 13px; font-weight: 600; margin: 0 0 8px; }
43
+
44
+ label { display: flex; align-items: center; gap: 8px; padding: 3px 0; cursor: pointer; }
45
+ label input[type="checkbox"] { margin: 0; }
46
+ label .hint { color: var(--muted); font-size: 11.5px; }
47
+ label > span:first-child { flex: 0 0 96px; }
48
+
49
+ select {
50
+ flex: 1 1 auto;
51
+ min-width: 0;
52
+ font: 12px system-ui, -apple-system, Segoe UI, sans-serif;
53
+ padding: 3px 6px;
54
+ border-radius: 5px;
55
+ border: 1px solid var(--line);
56
+ background: #14161a;
57
+ color: var(--text);
58
+ }
59
+
60
+ button {
61
+ font: 12px system-ui, -apple-system, Segoe UI, sans-serif;
62
+ padding: 3px 10px;
63
+ border-radius: 5px;
64
+ border: 1px solid var(--line);
65
+ background: #1d2026;
66
+ color: var(--text);
67
+ cursor: pointer;
68
+ }
69
+
70
+ input[type="range"] { flex: 1 1 auto; min-width: 0; }
71
+
72
+ output { flex: 0 0 34px; text-align: right; color: var(--muted); font: 12px ui-monospace, SFMono-Regular, Consolas, monospace; }
73
+
74
+ hr { border: 0; border-top: 1px solid var(--line); margin: 10px 0; }
75
+
76
+ #status { font-size: 12px; color: var(--muted); word-break: break-word; }
77
+ #status.pass { color: var(--pass); }
78
+ #status.fail { color: var(--fail); }
79
+ #status.warn { color: var(--warn); }
80
+
81
+ #stats {
82
+ margin-top: 6px;
83
+ font: 12px ui-monospace, SFMono-Regular, Consolas, monospace;
84
+ color: var(--text);
85
+ white-space: pre;
86
+ }
87
+
88
+ p.note { margin: 8px 0 0; font-size: 11.5px; color: var(--muted); }
89
+ </style>
90
+ </head>
91
+ <body tabindex="0">
92
+
93
+ <canvas id="view"></canvas>
94
+
95
+ <div id="panel">
96
+ <h1>Probe clipmap GI — a box with a hole</h1>
97
+
98
+ <label>
99
+ <span>Sun</span>
100
+ <select id="sun_aim">
101
+ <option value="RedWall" selected>Onto the red wall</option>
102
+ <option value="GreenWall">Onto the green wall</option>
103
+ <option value="Down">Straight down</option>
104
+ </select>
105
+ </label>
106
+
107
+ <label>
108
+ <input type="checkbox" id="hole_open" checked>
109
+ <span>Hole open <span class="hint">— closed, nothing lights the inside; H flips it</span></span>
110
+ </label>
111
+
112
+ <p class="note">1, 2 and 3 aim the sun.</p>
113
+
114
+ <hr>
115
+
116
+ <label>
117
+ <span>Indirect light</span>
118
+ <select id="indirect">
119
+ <option value="ProbeClipmap" selected>Probe clipmap</option>
120
+ <option value="IBL">IBL</option>
121
+ </select>
122
+ </label>
123
+
124
+ <label>
125
+ <span>Debug view</span>
126
+ <select id="debug_view">
127
+ <option value="None" selected>None</option>
128
+ <option value="BrickClipmap">Brick clipmap — what the rays see</option>
129
+ <option value="MeshSDF">Mesh SDF — the geometry caches</option>
130
+ <option value="MeshCards">Mesh cards — the hits' albedo</option>
131
+ </select>
132
+ </label>
133
+
134
+ <label>
135
+ <span>Restart GI</span>
136
+ <button id="restart">Restart</button>
137
+ <span class="hint">K</span>
138
+ </label>
139
+ <p class="note">
140
+ Gives the probes and bricks back and builds them again from nothing, the geometry caches kept: the
141
+ convergence from a cold start, without reloading.
142
+ </p>
143
+
144
+ <label>
145
+ <input type="checkbox" id="path_tracing">
146
+ <span>Path tracer <span class="hint">— three bounces, for context; P flips it</span></span>
147
+ </label>
148
+
149
+ <label>
150
+ <input type="checkbox" id="taa" checked>
151
+ <span>TAA <span class="hint">— resolves the probe pick's noise</span></span>
152
+ </label>
153
+
154
+ <label>
155
+ <span>Exposure</span>
156
+ <input type="range" id="exposure" min="-4" max="8" step="0.5">
157
+ <output id="exposure_value"></output>
158
+ </label>
159
+
160
+ <hr>
161
+
162
+ <div id="status"></div>
163
+ <div id="stats"></div>
164
+
165
+ <p class="note">
166
+ Drag to orbit, wheel to zoom, WASD to move. The exposure is fixed, so a change you see is the light's,
167
+ not the eye's adapting.
168
+ </p>
169
+ </div>
170
+
171
+ <script type="module">
172
+ import { start } from './main.js';
173
+
174
+ start().catch(error => {
175
+ const status = document.getElementById('status');
176
+
177
+ status.className = 'fail';
178
+ status.textContent = String(error?.message ?? error);
179
+
180
+ console.error(error);
181
+ });
182
+ </script>
183
+
184
+ </body>
185
+ </html>
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Stand the page up. Called by the page rather than run on import, so that nothing here touches the DOM
3
+ * until there is one.
4
+ *
5
+ * @returns {Promise<void>}
6
+ */
7
+ export function start(): Promise<void>;
8
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap_box/main.js"],"names":[],"mappings":"AAsEA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAwPzB"}